by level 80 should have the best statistical loot in the game.”
http://www.eurogamer.net/articles/2011-09-27-guild-wars-2-preview?page=3
In short, pve content is increasing being designed to support/encourage a single type of play/gear style.
I’m going to label this as the Beserker Dilemma.
https://forum-en.gw2archive.eu/forum/game/gw2/Berserker-Overbuffed-pve
https://forum-en.gw2archive.eu/forum/game/gw2/Anything-less-than-Zerk-is-being-selfish/first
https://forum-en.gw2archive.eu/forum/game/gw2/To-those-complaining-about-zerkers
https://forum-en.gw2archive.eu/forum/game/gw2/No-wonder-everyone-is-going-full-zerkers
https://forum-en.gw2archive.eu/forum/game/gw2/The-problem-with-people-demanding-zerker
These threads all illustrate how the community is reacting to the increasing content of 1-shot kill mechanics, overloaded boss damage, and immunities.
Current Problems with PvE “challenge”. Applies to dungeons/boss/special events.
1. Mobs increasingly have Immunity to almost all forms of CC/Condition Damage.
2. Mobs have hp health pools that are extremely high, prolonging already long fights.
3. Mobs have damage high enough to bypass even full toughness/vitality builds. You will be downed in 2 hits instead of one, if you are lucky.
This leads to people choosing Beserker gear and damage builds, instead of the wide variety of build choices available.
In addition, groups and players are increasingly becoming hostile to anyone who wants to play with a different spec. This leads to a poor community who will discourage/scare people away rather than promote a helpful caring player base that will attract new players.
My suggestion is for a different design approach to “Challenging” content. Anet seems to be encouraging one playstyle over others with the current content. While there are limited ways to increase difficulty, they should not fall into the lazy method of Increase HP, Increase Damage, Increase Immunity idea that is a challenge.
I suppose the biggest issue right now is that the weaknesses of berserker don’t show up in most PVE.
A long time ago I mentioned in a thread evaluating defensive stats vs. offensive stats that the weakness of the glass cannon was medium-high sustained damage. Low sustained damage can be largely ignored by everyone, and high bursts of damage can be mitigated easily through blocks and dodges. If you have a reliably sustained damage, then zerker builds feel the pressure immediately and have to back off or they go down. This, ultimately, is why it is that zerker isn’t overpowered in PVP. Even when fighting against a player with PVT gear, their constant tactical use of offensive skills and auto attacks makes it so zerkers are receiving a large amount of damage back.
There is good news here, though: Anet is already designing content with high sustained damage. The Aetherblades are a fine example of this, since they have attack chains instead of attacks, and don’t push all of their offense into single skills. Molten Alliance was another example of an enemy group that was like this. Guards, mercenaries, and NPCs in WvW are like this as well. Fact is, I expect future content to continue to go up in quality like this.
They can do better, too. Enemies that attack rapidly are good because they encourage build diversity and also make confusion more useful. But Anet can do more. Anet should make it so enemies heal themselves, making stuns and poison more useful. Enemies should apply more boons to themselves on high cooldowns, making boon hate more useful. Enemies should alternate between ranged and melee weapons so you can’t just kite them everywhere. Enemies should have blocks that counterattack hard, encouraging players to watch their enemy and use unblockable skills.
In essence, PVE should be more like PVP.
That’s a really nice post Blood.
Lots of really good observations and suggestions!
ICurrent Problems with PvE “challenge”. Applies to dungeons/boss/special events.
1. Mobs increasingly have Immunity to almost all forms of CC/Condition Damage.
2. Mobs have hp health pools that are extremely high, prolonging already long fights.
3. Mobs have damage high enough to bypass even full toughness/vitality builds. You will be downed in 2 hits instead of one, if you are lucky.
1. Immunity to CC wouldn’t change anything about Berserker geared people, actually. If anything, lack of said immunity would make them even better, as you could avoid damage by using CC as well as dodging.
2. The high health pools are needed, because without those, the bosses would die without being able to do anything. And at that point, being Berserker or not, being immune to CC or not is irrelevant. People are not going to wait around for a deadly boss mechanic to show up, so either you let them bypass it with massive DPS, or you give your bosses something that makes it less likely that they will bypass it.
2. Again, I don’t really think that making Toughness or Vitality affect the damage would change anything. In fact, the weakness of Toughness and Vitality in PvE is the smallest reason why Berserker gear is used. After all, regardless of how godly it is, if you’re not dying without it, why would you take it?
Throw in some stuff that Berserker gearers simply cannot circumvent with damage or dodging. And give bosses something akin to the mechanics seen in some of the Queen’s Gauntlet fights. There was a Quaggan who would make you his kitten if you just kept hitting him like a monkey.
It is unfortunate that the developers have so totally failed to develop PvE in any deep manner. They were so proud of their abandonment of the classic Holy Trinity and introduction of a new one, but they completely failed to actually make two of the three points of their new Trinity matter. Take control, for example: most trash mobs die too quick to bother and most mobs are all but immune to it. In other words, the only mobs that warrant being cc’d are immune to being cc’d.
Well i hit the Quaggan like a monkey and killed him in firsttry, hooray berserker
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